#include #include #include #include namespace mbgl { // Taken from polymaps src/Layer.js // https://github.com/simplegeo/polymaps/blob/master/src/Layer.js#L333-L383 struct edge { double x0 = 0, y0 = 0; double x1 = 0, y1 = 0; double dx = 0, dy = 0; edge(vec2 a, vec2 b) { if (a.y > b.y) { std::swap(a, b); } x0 = a.x; y0 = a.y; x1 = b.x; y1 = b.y; dx = b.x - a.x; dy = b.y - a.y; } }; typedef const std::function ScanLine; // scan-line conversion static void scanSpans(edge e0, edge e1, int32_t ymin, int32_t ymax, ScanLine scanLine) { double y0 = ::fmax(ymin, std::floor(e1.y0)); double y1 = ::fmin(ymax, std::ceil(e1.y1)); // sort edges by x-coordinate if ((e0.x0 == e1.x0 && e0.y0 == e1.y0) ? (e0.x0 + e1.dy / e0.dy * e0.dx < e1.x1) : (e0.x1 - e1.dy / e0.dy * e0.dx < e1.x0)) { std::swap(e0, e1); } // scan lines! double m0 = e0.dx / e0.dy; double m1 = e1.dx / e1.dy; double d0 = e0.dx > 0; // use y + 1 to compute x0 double d1 = e1.dx < 0; // use y + 1 to compute x1 for (int32_t y = y0; y < y1; y++) { double x0 = m0 * ::fmax(0, ::fmin(e0.dy, y + d0 - e0.y0)) + e0.x0; double x1 = m1 * ::fmax(0, ::fmin(e1.dy, y + d1 - e1.y0)) + e1.x0; scanLine(std::floor(x1), std::ceil(x0), y); } } // scan-line conversion static void scanTriangle(const mbgl::vec2 a, const mbgl::vec2 b, const mbgl::vec2 c, int32_t ymin, int32_t ymax, ScanLine& scanLine) { edge ab = edge(a, b); edge bc = edge(b, c); edge ca = edge(c, a); // sort edges by y-length if (ab.dy > bc.dy) { std::swap(ab, bc); } if (ab.dy > ca.dy) { std::swap(ab, ca); } if (bc.dy > ca.dy) { std::swap(bc, ca); } // scan span! scan span! if (ab.dy) scanSpans(ca, ab, ymin, ymax, scanLine); if (bc.dy) scanSpans(ca, bc, ymin, ymax, scanLine); } std::forward_list tileCover(int8_t z, const mbgl::box &bounds, int8_t actualZ) { int32_t tiles = 1 << z; std::forward_list t; auto scanLine = [&](int32_t x0, int32_t x1, int32_t y) { int32_t x; if (y >= 0 && y <= tiles) { for (x = x0; x < x1; x++) { t.emplace_front(actualZ, x, y, z); } } }; mbgl::vec2 tl = { bounds.tl.column, bounds.tl.row }; mbgl::vec2 tr = { bounds.tr.column, bounds.tr.row }; mbgl::vec2 br = { bounds.br.column, bounds.br.row }; mbgl::vec2 bl = { bounds.bl.column, bounds.bl.row }; // Divide the screen up in two triangles and scan each of them: // \---+ // | \ | // +---\. scanTriangle(tl, tr, br, 0, tiles, scanLine); scanTriangle(br, bl, tl, 0, tiles, scanLine); t.sort(); t.unique(); return t; } }